thru the parse tool or thru a web browser or because you dont have an account or forgot your password?
Printable View
thru the parse tool or thru a web browser or because you dont have an account or forgot your password?
i got into insider (i had the wrong version of parser prior) but now i get the no entries found error when i try to use more than one browser 19000 files would take too long one by one
i dont think you have much choice from previous posts...
set it and let it run.
dont select everything - do it in smaller chunks.
by the time you posted this i had already selected everything and now its been running for six hours too late to turn back now
No one has really reported trouble using the single browser. So it is slow, but you can download in chunks (like monsters, then feats, then powers, etc.) Once you have the downloaded files, you can combine them to create a module that has all the entries you want in it. That is what the "Select File" option is for. You can load as many of the downloaded .txt files (not the .mod files) and it will create a new txt and mod file by combining those files.
I was able to scrape DDI and load into Fantasy Grounds. I noticed the powers don't have the flavor text. Is this normal operation or did I do something wrong? Is there a way to add the flavor text without having to do it manually?
That is expected behavior from the parser. I don't remember if DDI has flavor text in the entries or not - though I don't think it did originally, but I don't have a subscription any more.
Edit: Welcome to the boards, by the way. :)
Thanks for the reply and welcome :-)
I checked DDI. The flavor text is there so I will copy the text for the players chosen powers.
The Item Parser worked great when using only one browser instance. When adding two or more it would fail. My OS is Windows 8.1. The "Players Handbook" option took 7 hours to download. I mention it just as reference for others who might try in the future. Overall its quite an impressive tool!
The flavour text is available in the DDI Compendium and is present in the modules produced by this parser. However, the module stores the data in a field <stringflavor> while the 4E ruleset looks for a field <flavor> so it never finds the flavor text.
The quick way to fix this is to open client.xml in the module file and replace stringflavor with flavor for all entries and re-save the module file. This will show the flavour text, for example:
https://dl.dropboxusercontent.com/u/...ck%20Power.jpg
Are there any tools available to parse "Companions & Familiars"?
Nice find Trenloe. Man, I wish I'd noticed that when I played 4E. :p
Posted new version with a fix for flavor text. Sorry, I never noticed it did not work (and if someone mentioned it, I must have missed it.) If other simple items like this occur, please post and I will try to fix. Thanks
(Also, please note that you do not have to download all the entries again to use the new parser. Use the *.txt file(s) that were generated to parse the data again without waiting to download entries.)
I just started using this today. This seems like it's going to be awesome.
I'm sure this will the first of many questions, but where are the .txt files created within the folder structure. I'm scraping now, but I don't even see the temporary files? Also, will FGPEMUtility.exe still be needed in the latest version? I can't seem find a download of it anywhere.
This tool is a huge time save so thanks for your hard work.
I have a question about how the parser formats the entries and how Fantasy Grounds formats entries too. Take Character powers for instance. When viewing a power parsed using the tool it is all neat and tidy to read when opened within the module. When you drag the pin and drop it onto the players power tab and then view the spell the nice formatting is gone and all the text is jumbled (but still functional).
Is there an extension or something i am missing in order for the formatting your tool provides to look the same in fantasy grounds when i import a power from a module to a character sheet?
I am surprised no one mentioned this before (unless it was another case of me not noticing when someone did mention it!)
So the reason for the difference is that one is looking at the "description" field which allows tables and formatting (such as bold, italic, etc.) and the other is looking at the "shortdescription" field which does not allow tables or formatting. However, I have posted a new version of the parser that tries to simulate some of the formatting. So now the powers look much better from the character sheet. (At least the ones I checked anyway.) Remember, use the existing txt file to parse. Do not waste time downloading everything again.
Also, any powers already copied to a character sheet will have to be deleted and replaced. Just updating the module will not update the character sheet.
Not sure if this will break anything else. Let me know if it does.
Thanks
Had to re-parse all 9300 powers as i accidentally deleted my lists last night lol.
Anyway the current version on the parser absolutely fixes the issue i mentioned and the powers are now all neat and tidy when pulled from the module to the character sheet power tab :) .
Can't thank you enough, you are awesome!
Not trying to be a pain but i have another annoyance of mine that you may be able to do something about. :p
I made a feats module and unlike the powers module it does not copy the information over from the module to the character sheet. All is fine while the module is open (feats are readable from the sheet) but when you close the module you can no longer see the details of the feat from the sheet, it just says the source is not available. I'm guessing this a FG issue?
Not huge just thought I'd mention it :D
Yes, FG just records the link to the module.
If you "really" want the text to be available then create a new, blank feat in the character sheet and manually copy/paste the text into the new feat. This will ensure that the data is stored with the character sheet and doesn't rely on module data.
It is saying we were unable to find an account with that username and/or password.
Is this parser currently not working? I have tried this on and off all day and I am getting the same pop up. When my account it good and active.
Thanks
Is there a tutorial video on the start to finish process also?
Hi David32780 try logging into DDI with your browser before launching the Parser...
I am logged in on another browser.
I think the Parser is out dated possibly? It is asking for an email and Wotc has converted away from that.
It is working now, showing each monster card one by one. Now do all of these go into a folder automatically now called monsters seeing I named it that?
Hi David - you will see quite a few posts like this one: https://www.fantasygrounds.com/forum...l=1#post193820
You just log into DDI first in browser.
Ahhh good - you got that. I know it wll take a while but I would read back a few pages and you will see the answer to most of your questions.
I got the 3 folders I made for the PHB, Monsters and DM stuff. I kept everything in the 4e parser folder and there are some other text and movie document files in the main 4e parser folder.
I tried to find the location to put these modules into and I had no luck finding anything in the Phantasy Grounds folder.
I also looked at the OP at the beginning of the thread and didnt see where to put this stuff either.
Sorry, this kind of technical stuff is not my forte.
Thanks in advance
The "movie" files in the parser's folder are probably your modules. Right click on them, select properties and check to see if they are .mod files. If they are, you will want to put them in the modules folder in FG's data app folder. This folder is hidden by the operating system by default (I'm assuming a Windows box). To find the folder start FG. In the launcher in the top right above the version number is a file folder button. If you hover your mouse over it you should see a tool tip that says "Open Data Folder". Click this button and you should see Windows Explorer open with a list of folders. One of them should be "modules". Copy and paste your .mod files into this folder. Then go ahead and create or load a 4E campaign.
When the campaign loads, click the Library button on the bottom right of the FG desktop. When the Library window pops up, click the "Modules" button at the bottom left which will cause the "Data Module Activation" to open. You need to activate your module here by double clicking on the icon to the left of the module's name. Note some 4E modules are very large and it will take a few seconds to open and activate. If you get impatient, you can double click to open the module and when nothing seems to happen double click again so you module will open and then close. :p You can tell if you opened the module if the book icon to the right of the module's name opens.
For some reason DDI won't let me sign in through the parser using my email. And the only way I can sign in online is by using my screen name, not my email address. Any ideas why this might be happening? I can't parse and download because I can't login even though I'm a DDI subscriber.
Hi Lokisweapon - welcome. Have you read the thread? Or even the last page? The answers are all there :)
Awesome, thanks damned, but now I can't get it to load as a module. I have an xml file called "db" what should I do with that?
Within the same directory as 4eParser.exe you should have one (or more) files that have a .mod extension. Windows might show it as a video file - but it's not a video file it's a module file (this is just windows configured to recognise .mod as a video).
Copy the .mod files to <FG App data>\modules then launch your 4E campaign and go to the library -> modules section to activate your shiy new library modules.
So I did that, there were 4 files total, two xml files and a png file (the thumbnail), and then a .mod file. I took the .mod file and placed it in the modules portion of the appdata. I then opened a 4e campaign and went to the library. I clicked modules and all I see are the default ones. Mine is nowhere to be found.
Restart FG and try again. Sorry if you've already done that... I can't think why this wouldn't work - I just copy the .mod file to the \modules directory, run a 4E campaign and it is there to select.
One thing to try is open the console window before you go to the library (type /console in the chat window). This might give some warnings about possible issues with the module.
Is there a parser program that will download the .monster files from DDI Monster Builder?
Updated to add a "By Level" index on items.Quote:
Is there any chance to make a sorting items by the level?
I do not know of one, but a partial solution is to use my old .monster File Converter. Not sure if it still works and it was never perfect.Quote:
Is there a parser program that will download the .monster files from DDI Monster Builder?
https://www.fantasygrounds.com/forum...read.php?17679